Demiurgus
A sphere, its
diameter as wide as an adult is tall, needle sharp spikes projecting
from every portion of its surface. Colored a dark purple near its
center, the hue fading to an almost pink-like lavender near the tips
of its spiked projections. Its material is transparent, the color
coming from within. At its center a fetal form bobs and shudders,
always facing the object of attention. A speed beyond natural, its
movements possessing a machine-like ability for economy. The thing
doesn't speak, its purpose clear as it approaches without hesitation.
They are fixers,
mechanics of reality, bringing balance to the wounds of discord in
the world. Whether natural, or created through unknown artifice, is a
matter for debate among theologians and philosophers. Demiurgus are
drawn to tears in reality gone septic, mending that which can be
saved, redacting the parts too far gone. Seen by thousands, recalled
by few, they ease the hurts of reality and unmake memories of those
who bore witness. Their minds are foreign, moved by purposes and
methodologies that are vague to the most observant. They are not
saviors, nor the healers of anything mortal, just as capable of
erasing an entire village from memory and reality as sealing ruptures
in space. Not creatures of order or chaos, they seek to bring reality
back to a level state, just as often undoing residue of bureaucratic
over-order as chaotic breaks. Complex actions and simple mindset,
Demiurgus pursue their goals without regard for collateral damage.
Communication is pointless, for the Demiurgus only actions possess
meaning.
OSR
Type: Living Construct
Activity Cycle: Their service to the universe is
without rest.
Diet: They receive sustenance from the universe
itself.
Intelligence: Genius
Treasure: None
Alignment: Neutral
No. Appearing: Usually 1, may travel in larger
groups if repairing areas of severe reality damage.
Armor Class: 20 / 0 (Their exteriors are
incredibly resilient)
Movement: 90 ft (Perfect Flight).
Hit Dice: 8
To-Hit: +8
No. of Attacks: 3
Damage: 1D10 w/ Forceful Push (Range: Line of
Sight)
Special Attacks:
Forceful Push – Each time a character is
struck, the character must make a save vs. Paralysis. A failed save
results in the character being knocked back 10 feet. If a character
strikes a wall, the force of the blast causes them to take and
addition 1D4 points of damage from the impact.
Stasis – The Demiurgus may cause a character to
go into a form of temporal stasis, instead of using one of its
attacks. The target must make a successful save vs. Paralysis. A
failed save results in the character being unable to act or notice
the passage of time. They remain in this stasis for a number of
rounds equal to 10 – their level, once the effect has ended the
character is immune from further uses for the next 24 hours. Those
that make their save are immune to this effect for the next 24 hours.
The Demiurgi use this ability first when encountering individuals in
an area of reality damage. If a character makes their save, or
escapes from the stasis, only then will the Demiurgi attempt to
destroy them.
Memory Redaction – Once
and individual is under the effects of Stasis
a Demiurgus may attempt to change and redact the character's memory
to remove any recollection of the damaged area of reality of the
Demiurgus. The Demiurgus may use this ability instead of using one of
its attacks. The target must make as save vs. Magic. A failed save
results in the character's memories being erased or altered so that
they do not remember any of the damages to reality or the Demiurgus.
Those that make their save are immune to this effect for the next 24
hours. An individual may only be effected by this ability once per 24
hours.
Reality Redaction
– If the Demiurgus is unsuccessful at placing a character into
stasis, or destroying them using their energy blasts, they will
attempt to remove the target from reality. This reality redaction is
a last resort, since it completely removes an individual from reality
as well as any memory of their existence. The target must make a
save. A failed save results in the target taking 8D6 points of damage
as their body is physically untethered from reality. If the character
survives those that knew them can only remember one part of the
target's identity, roll on the table below. Those that knew the
target can remember their emotions towards the target, and still
experience them, but they may not know why they feel the way they do.
For each week spent around the target a character may make a save to
remember another part of the character's identity. Even though the
target may tell an individual who they are, the memory of the telling
will simply slip away from the listener's memory within a few
minutes. The only lasting memories come from successful saves on the
part of the listener, and the 1 remembered aspect of the target's
identity they started with. If the character dies, they are forgotten
by everyone they have ever interacted with, and their physical body
with their belongings is removed without a trace. Reality will
reshape to fit the fact that the individual never existed. Those that
survive the redaction only have the memories of others removed, not
the physical proof of their existence. The spirit of the individual
lives on, but the living world will not remember them. Those that
pass their save take 4D6 points of damage as reality torques around
them, ripping at their very existence. An individual can only be
targeted or effected by this ability once per 24 hours.
Memories
of the Survivor
- Name.
- How they met.
- Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
- Shared experiences.
- Capabilities of the survivor (e.g. their basic class abilities).
- Preferences, dislikes, and weaknesses.
Plane Shift – They
are capable of using this ability 3 times per day. They always arrive
within 100 ft of their intended destination.
Special Defenses: They are immune to suggestion,
charm, command, or any other spell that gives authority over the
monster. (They are servants to balance, and no one else.) They can
see perfectly in any condition, even those created by magic. They are
capable of seeing through invisibility.
Magic Resistance: 25%
Size: Medium (5' in diameter)
All Saves: 12
Crimson
Dragon Slayer
Type: Living Construct
Activity Cycle: Their service to the universe is
without rest.
Diet: They receive sustenance from the universe
itself.
Intelligence: Genius
Treasure: None
Alignment: Neutral
No. Appearing: Usually 1, may travel in larger
groups if repairing areas of severe reality damage.
Armor Class: 7 (Their exteriors are incredibly
resilient)
Movement: 150 ft (Perfect Flight).
Hit Dice: 8
Action-Dice: 4D6
No. of Attacks: 3 -
Damage: 3D4 (Exploding) w/ Forceful Push (Range:
Line of Sight)
Special Attacks:
Forceful Push – Each time a character is
struck, the character must make a save. A failed save results in the
character being knocked back 10 feet. If a character strikes a wall,
the force of the blast causes them to take and addition 1D6 points of
damage from the impact.
Stasis – The Demiurgus may cause a character to
go into a form of temporal stasis, instead of using one of its
attacks. The target must make a successful save. A failed save
results in the character being unable to act or notice the passage of
time. They remain in this stasis for a number of rounds equal to 10 –
their level, once the effect has ended the character is immune from
further uses for the next 24 hours. Those that make their save are
immune to this effect for the next 24 hours. The Demiurgi use this
ability first when encountering individuals in an area of reality
damage. If a character makes their save, or escapes from the stasis,
only then will the Demiurgi attempt to destroy them.
Memory Redaction – Once
and individual is under the effects of Stasis
a Demiurgus may attempt to change and redact the character's memory
to remove any recollection of the damaged area of reality of the
Demiurgus. The Demiurgus may use this ability instead of using one of
its attacks. The target must make a save. A failed save results in
the character's memories being erased or altered so that they do not
remember any of the damages to reality or the Demiurgus. Those that
make their save are immune to this effect for the next 24 hours. An
individual may only be effected by this ability once per 24 hours.
Reality Redaction – If
the Demiurgus is unsuccessful at placing a character into stasis, or
destroying them using their energy blasts, they will attempt to
remove the target from reality. This reality redaction is a last
resort, since it completely removes an individual from reality as
well as any memory of their existence. The target must make a save. A
failed save results in the target taking 8D6 points of damage as
their body is physically untethered from reality. If the character
survives those that knew them can only remember one part of the
target's identity, roll on the table below. Those that knew the
target can remember their emotions towards the target, and still
experience them, but they may not know why they feel the way they do.
For each week spent around the target a character may make a save to
remember another part of the character's identity. Even though the
target may tell an individual who they are, the memory of the telling
will simply slip away from the listener's memory within a few
minutes. The only lasting memories come from successful saves on the
part of the listener, and the 1 remembered aspect of the target's
identity they started with. If the character dies, they are forgotten
by everyone they have ever interacted with, and their physical body
with their belongings is removed without a trace. Reality will
reshape to fit the fact that the individual never existed. Those that
survive the redaction only have the memories of others removed, not
the physical proof of their existence. The spirit of the individual
lives on, but the living world will not remember them. Those that
pass their save take 4D6 points of damage as reality torques around
them, ripping at their very existence. An individual can only be
targeted or effected by this ability once per 24 hours.
Memories
of the Survivor
- Name.
- How they met.
- Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
- Shared experiences.
- Capabilities of the survivor (e.g. their basic class abilities).
- Preferences, dislikes, and weaknesses.
Plane Shift – They
are capable of using this ability 3 times per day. They always arrive
within 100 ft of their intended destination.
Special Defenses: They are immune to suggestion,
charm, command, or any other spell that gives authority over the
monster. (They are servants to balance, and no one else.) They can
see perfectly in any condition, even those created by magic. They are
capable of seeing through invisibility.
Magic Resistance: 25%
Size: Medium
(5' in diameter)
Dungeon World
Grouping: Group
or Single
Armor: 3
Hit-Points: 10
Damage: Blast –
[2D4+2 – Near, Far,
Forceful, Piercing 1]
Stasis – The Demiurgus can place a target into
a state of stasis similar to the Wizard spell Cage, except the
target does not notice the passage of time. A target can only be
effected once per day by this ability whether or not they are able to
resist the ability. When activated this ability causes the area
around the target to ripple while in effect.
Memory Redaction – While the target is under
the influence of the Stasis ability, the Demiurgus will
attempt to erase part of the target's memory involving the Demiurgus
and the damage to reality. Whether or not the target is able to
resist this ability, the are immune to further uses of it for the
rest of the day.
Reality Redaction – This
ability allows the Demiurgus to remove a target from reality, and is
only used when all other options have failed. Those that fail to
resist this ability take 2D8 damage that ignores armor. If they die
from this attack, they are erased from reality, but their spirit may
linger on, all evidence of their ever having existed is also changed
or erased. Those that survive the attack are difficult to remember,
generally people who knew the individual well will remember at least
one aspect of the survivors identity. Anyone who only knew the
survivor in passing will not remember them at all. Those that knew
the survivor will retain all their previous feelings they had for the
individual, but they may not remember why they feel the way they do.
Once the survivor has spent enough time with those the survivor may
slowly regain their memories of the character. An individual may only
be targeted once per day by this ability.
Plane Shift –
The creatures are able to travel between planes of existence and
always arrive exactly at their intended destination as long as it is
a site of reality damage.
Instinct:
To fix damage done to reality without individuals remembering them.
Moves: Repair
damage to reality. Ensure that they are not seen or remembered by
witnesses. Stasis. Memory Redaction. Reality Redaction. Plane Shift.
Into
the Odd
Str 14, Dex 14, Wil
18, 12 hp. 2 Armor
Driven to repair
reality and ensure no one sees or remembers them. The Demiurgus are
able to fire beams of focused energy that deal 1D8, those that are
struck must make a Strength save or be knocked back 10 feet. Those
that are forced against a wall take an addition 1D4 damage from the
impact.
Stasis –
The Demiurgus may cause a character to go into a form of temporal
stasis, instead of using one of its attacks. The target must make a
successful Will save. A failed save results in the character being
unable to act or notice the passage of time. They remain in this
stasis for a number of rounds equal to 6 – the number of experience
levels the possess, once the effect has ended the character is immune
from further uses for the next 24 hours. Those that make their save
are immune to this effect for the next 24 hours. The Demiurgi use
this ability first when encountering individuals in an area of
reality damage. If a character makes their save, or escapes from the
stasis, only then will the Demiurgi attempt to destroy them.
Memory Redaction
– Once and individual is under
the effects of Stasis
a Demiurgus may attempt to change and redact the character's memory
to remove any recollection of the damaged area of reality or the
Demiurgus. The Demiurgus may use this ability instead of using one of
its attacks. The target must make a Will save. A failed save results
in the character's memories being erased or altered so that they do
not remember any of the damages to reality or the Demiurgus. Those
that make their save are immune to this effect for the next 24 hours.
An individual may only be effected by this ability once per 24 hours.
Reality Redaction
– If the Demiurgus is unsuccessful at placing a character into
stasis, or destroying them using their energy blasts, they will
attempt to remove the target from reality. This reality redaction is
a last resort, since it completely removes an individual from reality
as well as any memory of their existence. The target must make a Will
save. A failed save results in the target taking 2D8 points of damage
that ignores armor as their body is physically untethered from
reality. If the character survives those that knew them can only
remember one part of the target's identity, roll on the table below.
Those that knew the target can remember their emotions towards the
target, and still experience them, but they may not know why they
feel the way they do. For each week spent around the target a
character may make a Will save to remember another part of the
character's identity. Even though the target may tell an individual
who they are, the memory of the telling will simply slip away from
the listener's memory within a few minutes. The only lasting memories
come from successful saves on the part of the listener, and the 1
remembered aspect of the target's identity they started with. If the
character dies, they are forgotten by everyone they have ever
interacted with, and their physical body with their belongings is
removed without a trace. Reality will reshape to fit the fact that
the individual never existed. Those that survive the redaction only
have the memories of others removed, not the physical proof of their
existence. The spirit of the individual lives on, but the living
world will not remember them. Those that pass their save take 1D8
points of damage that ignores armor as reality torques around them,
ripping at their very existence. An individual can only be targeted
or effected by this ability once per 24 hours.
Memories
of the Survivor
- Name.
- How they met.
- Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
- Shared experiences.
- Capabilities of the survivor (e.g. their basic class abilities).
- Preferences, dislikes, and weaknesses.
Plane Shift
– They are capable of moving through the layers of reality at will,
though their destination may only be the strange place they come from
and an area of damaged reality.
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